DOK
DOK
The limit is the limit... whether it's in a model T Ford, or the Jaguar R4.
Jan.
=---
>The limit is the limit... whether it's in a model T Ford, or the Jaguar R4.
Also, while unrelated, the limit in a mid engined car is narrower than
in a front engined car.
I've heard nothing but good things about the physics in F1C btw, just
talking to people on vroc who hated F1 2002. Supposedly the
suspension model and force feedback are much improved giving a better
feel of what the car is doing - apparently you can actually get an
impression that weight is transferring when playing with the throttle
mid-corner. The traction control modelling is apparently really nice
as wel. I haven't gotten any reports on the aero model yet to see if
the magic sideways downforce is still there, which is probably my
biggest concern and where GP4 and the 95 mod both blew F12k2 out of
the water.
I'll probably trade in a few xbox games for it tommorrow and give a
brutal review.
Jason
In my view, the "most improved" feature of F1C is the netcode/multiplayer
stuff. It's still not perfect (there's more to come in ISI's next release:
NASCAR Thunder 2004...no relation to any previous iteration of NT) but it's
a 4-alarm increase over any of the previous ISI F12x games. The responsible
parties in this department include the redoubtable Alison Hine (who along
with Doug and I were beta testers for GPL).
OTOH, if you're not impressed, it's not my fault. I was a lowly TrafficBot,
as in, "Drive around and let's see if anything breaks."
> >"JTBurn" wrote...
> >> Well it shouldn't. The cars are totally different.
> >The limit is the limit... whether it's in a model T Ford, or the Jaguar
R4.
> The limit in a winged car is much narrower than in a wingless car.
> Also, while unrelated, the limit in a mid engined car is narrower than
> in a front engined car.
> I've heard nothing but good things about the physics in F1C btw, just
> talking to people on vroc who hated F1 2002. Supposedly the
> suspension model and force feedback are much improved giving a better
> feel of what the car is doing - apparently you can actually get an
> impression that weight is transferring when playing with the throttle
> mid-corner. The traction control modelling is apparently really nice
> as wel. I haven't gotten any reports on the aero model yet to see if
> the magic sideways downforce is still there, which is probably my
> biggest concern and where GP4 and the 95 mod both blew F12k2 out of
> the water.
> I'll probably trade in a few xbox games for it tommorrow and give a
> brutal review.
> Jason
hmmmm wonder why they didn't want me to try and break things...I'm pretty
good at fenders and wheels and wings and and and....
dave henrie
;)
I would agree with that statement. The FF is definately way better. Body
roll now plays a big part.
seems OK, don't notice anything much new except for the sounds.
I haven't gotten any reports on the aero model yet to see if
Not sure how to test this...
Anybody know what the 'look ahead' option does? It doesn't look at the apex
of the approaching turn...
What's up with the engine sounds? Reminds me of a hair dryer.
DOK
OMG.....Some people are never satisfied. I've been to an F1 race, I've been
watching F1 for god knows how long and this is the most stunning
representation of real-life sound I've ever heard in a 'game.'
<sigh> Why are sim-racers such whinging nit-pickers/know-it-alls?
You've not tried the external sound app. for GPL then?
doug
>DOK
>In my view, the "most improved" feature of F1C is the netcode/multiplayer
>stuff. It's still not perfect (there's more to come in ISI's next release:
>NASCAR Thunder 2004...no relation to any previous iteration of NT) but it's
>a 4-alarm increase over any of the previous ISI F12x games. The responsible
>parties in this department include the redoubtable Alison Hine (who along
>with Doug and I were beta testers for GPL).
So far I've not been into an online session what impressed me. The
only session the cars weren't invisible or driving through the woods,
they where slowing down too much in the braking area, and then they
catapulted away onto the straight.
It would be nice to see the status of a race in the lobby, too. Now
you don't know the amount of (practice) time left, or when a race is
close to be finished. (Maybe you see more in Game *gasp* Spy)
In solo play I'm still looking for those yellow flags for which I
should look out according to my pitmanager...
Remco
I second that feature.
Jason